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The Chronotron Cannon cannon is equipped on all Seraphim Command Units. It comes in a either standard Chronotron Cannon on the Armored Command Unit, or Light Chronotron Cannon on the Support Armored Command Unit, although both are strictly identical. Both of these weapons can overcharge for devastating damage. What sets the two weapons apart are their potential upgrades bestowed upon them by their wielders.

Trivia: The bolt produced by this weapon appears as two spiraling tendrils of energy, which seem to coalesce into a single projectile right before they hit their target. The sound effect is also regarded by some as one of the most satisfying among Seraphim weaponry, or weapons in general.

These light energetic bolters are equipped on the Seraphim's own unique Combat Scouts. Whilst not doing much overall damage, they can be quite deadly in groups. It should also be noted that these weapons have a slightly greater range than that of all LAB's (Light Assault Bots).
Used by the T1 Combat Scout: Selen

This weapon is unique in that it is a direct-fire beam as opposed to a projectile; it shares many similarities with the weapons of the Cybran Rhino and Cerberus, as it literally cannot miss. However, it can be blocked by terrain; and it often will, so ensure there are no hills or anything of the sort in the way when deploying these weapons.

Another unique aspect of this weapon is that it inflicts damage-over-time; meaning, rather than inflicting its damage all at once, the beam will stay locked onto the target for several seconds to inflict full damage. If the targeted unit dies before the beam finishes, it can lock onto and fire at another target.
T2 Destroyer: Uashavoh, T2 Point Defense: Uttaushala

Seraphim light artillery fire is very similar to that of the UEF Lobo; a single large projectile which splits into many smaller ones just prior to impact, thus spreading its damage across a wider area of effect.
T1 Mobile Light Artillery: Zthuee

Whilst roughly equivalent in terms of damage and cost as compared to other factions' TML's, the Seraphim have an advantage that is shared only with the UEF; they can mount tactical missile launchers onto their ACU's and SaCU's. These specific launchers are different from their common static launcher counterparts, in that they possess a noticeably wider area of effect at the impact point, making it even more lethal against packs of structures and mobile units.

It should also be noted that when mounted on the back of a Command unit, tactical missile launchers can fire from underwater. This can be an incredible advantage in a protracted naval war, so use it well.

A nuclear missile so large and powerful it must be shot down with two anti-nukes. It can easily destroy an entire base in one shot with it's enourmous damage radius.
Experimental Missile Launcher: Yolona Oss

Trivia: 'cavitation' means the torpedo travels in a bubble of air, greatly increasing its potential underwater speed, either through a combination of nosecone shape and sheer propulsion power, or by other technical means.